Reminder how game without "real hit" system looks like

Just got some marketing email about game i used to follow, so i watched a video and realized i have already forgotten how it is to play game without "real hit" system (i don't remember how it was actually called, apparently marketing team didn't do job good enough on this one since name didn't stick)

GW2 still predicts Projectile aim a little too well sometimes and some Projectiles move even faster than GW1's "Read the Wind" Arrows. For instance when I'm really on my game in TF2, I can dodge and even reflect Liberty Launcher rockets more than half the time. A lot of projectiles I end up "evading" in GW2 pass right through my player model and the only reason I got the "Evaded" message in the first place is because I anticipated the attack and started dodging right as it went off. GW2's projectile system has some serious Aimbot shenanigans going on a lot of the time... and not just hitscan aimbot, I mean Triangulating Prediction Aimbot, the kind that most Script Kiddies have to collaborate on and spend weeks sampling Interpolation & Server latency values just to accuratize

(this is of course because the Server is calculating it, where as client scripts logically always have more than twice the Latency to overcome)

GW2 still predicts Projectile aim a little too well sometimes and some Projectiles move even faster than GW1's "Read the Wind" Arrows. For instance when I'm really on my game in TF2, I can dodge and even reflect Liberty Launcher rockets more than half the time. A lot of projectiles I end up "evading" in GW2 pass right through my player model and the only reason I got the "Evaded" message in the first place is because I anticipated the attack and started dodging right as it went off. GW2's projectile system has some serious Aimbot shenanigans going on a lot of the time... and not just hitscan aimbot, I mean Triangulating Prediction Aimbot, the kind that most Script Kiddies have to collaborate on and spend weeks sampling Interpolation & Server latency values just to accuratize

(this is of course because the Server is calculating it, where as client scripts logically always have more than twice the Latency to overcome)

In GW2, after the project is fired, it will deal damage no matter what unless dodge is used. Even when i manage to juke the projectile's graphics, I still take damage. It's a huge turn off, and it makes dodging seem like a 1 second godmode button instead of an actual dodge. Even if you dodge early, you will still "evade" the projectile as it pierces through your body. IDK if this is latency issues or what.

In GW2, after the project is fired, it will deal damage no matter what unless dodge is used. Even when i manage to juke the projectile's graphics, I still take damage. It's a huge turn off, and it makes dodging seem like a 1 second godmode button instead of an actual dodge. Even if you dodge early, you will still "evade" the projectile as it pierces through your body. IDK if this is latency issues or what.

My thoughts exactly, dodge bar is nothing else than an invincibility bar.
Also, when risen abomination or other big hammer monster prepares for a swing and i run like 10 meters from him, when he hits i still take damage and become knocked down, being far away. It is little disheartening, but i guess it makes things unified (want to dodge = use dodge)

In GW2, after the project is fired, it will deal damage no matter what unless dodge is used. Even when i manage to juke the projectile's graphics, I still take damage. It's a huge turn off, and it makes dodging seem like a 1 second godmode button instead of an actual dodge. Even if you dodge early, you will still "evade" the projectile as it pierces through your body. IDK if this is latency issues or what.

You can still dodge projectiles as you did in GW1. Try telling the poor longbow ranger that their attacks always hit unless the enemy dodges! At 900-1200 range, it's quite easy to dodge projectiles. At closer ranges it's obviously pretty impossible because it is pretty much point blank.